Background: #fff
Foreground: #000
PrimaryPale: #8cf
PrimaryLight: #18f
PrimaryMid: #04b
PrimaryDark: #014
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
/*{{{*/
body {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}

a {color:[[ColorPalette::PrimaryMid]];}
a:hover {background-color:[[ColorPalette::PrimaryMid]]; color:[[ColorPalette::Background]];}
a img {border:0;}

h1,h2,h3,h4,h5,h6 {color:[[ColorPalette::SecondaryDark]]; background:transparent;}
h1 {border-bottom:2px solid [[ColorPalette::TertiaryLight]];}
h2,h3 {border-bottom:1px solid [[ColorPalette::TertiaryLight]];}

.button {color:[[ColorPalette::PrimaryDark]]; border:1px solid [[ColorPalette::Background]];}
.button:hover {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::SecondaryLight]]; border-color:[[ColorPalette::SecondaryMid]];}
.button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::SecondaryDark]];}

.header {background:[[ColorPalette::PrimaryMid]];}
.headerShadow {color:[[ColorPalette::Foreground]];}
.headerShadow a {font-weight:normal; color:[[ColorPalette::Foreground]];}
.headerForeground {color:[[ColorPalette::Background]];}
.headerForeground a {font-weight:normal; color:[[ColorPalette::PrimaryPale]];}

.tabSelected{color:[[ColorPalette::PrimaryDark]];
	background:[[ColorPalette::TertiaryPale]];
	border-left:1px solid [[ColorPalette::TertiaryLight]];
	border-top:1px solid [[ColorPalette::TertiaryLight]];
	border-right:1px solid [[ColorPalette::TertiaryLight]];
}
.tabUnselected {color:[[ColorPalette::Background]]; background:[[ColorPalette::TertiaryMid]];}
.tabContents {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::TertiaryPale]]; border:1px solid [[ColorPalette::TertiaryLight]];}
.tabContents .button {border:0;}

#sidebar {}
#sidebarOptions input {border:1px solid [[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel {background:[[ColorPalette::PrimaryPale]];}
#sidebarOptions .sliderPanel a {border:none;color:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:hover {color:[[ColorPalette::Background]]; background:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:active {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::Background]];}

.wizard {background:[[ColorPalette::PrimaryPale]]; border:1px solid [[ColorPalette::PrimaryMid]];}
.wizard h1 {color:[[ColorPalette::PrimaryDark]]; border:none;}
.wizard h2 {color:[[ColorPalette::Foreground]]; border:none;}
.wizardStep {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];
	border:1px solid [[ColorPalette::PrimaryMid]];}
.wizardStep.wizardStepDone {background:[[ColorPalette::TertiaryLight]];}
.wizardFooter {background:[[ColorPalette::PrimaryPale]];}
.wizardFooter .status {background:[[ColorPalette::PrimaryDark]]; color:[[ColorPalette::Background]];}
.wizard .button {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryLight]]; border: 1px solid;
	border-color:[[ColorPalette::SecondaryPale]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryPale]];}
.wizard .button:hover {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Background]];}
.wizard .button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::Foreground]]; border: 1px solid;
	border-color:[[ColorPalette::PrimaryDark]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryDark]];}

#messageArea {border:1px solid [[ColorPalette::SecondaryMid]]; background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]];}
#messageArea .button {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::SecondaryPale]]; border:none;}

.popupTiddler {background:[[ColorPalette::TertiaryPale]]; border:2px solid [[ColorPalette::TertiaryMid]];}

.popup {background:[[ColorPalette::TertiaryPale]]; color:[[ColorPalette::TertiaryDark]]; border-left:1px solid [[ColorPalette::TertiaryMid]]; border-top:1px solid [[ColorPalette::TertiaryMid]]; border-right:2px solid [[ColorPalette::TertiaryDark]]; border-bottom:2px solid [[ColorPalette::TertiaryDark]];}
.popup hr {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::PrimaryDark]]; border-bottom:1px;}
.popup li.disabled {color:[[ColorPalette::TertiaryMid]];}
.popup li a, .popup li a:visited {color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:active {background:[[ColorPalette::SecondaryPale]]; color:[[ColorPalette::Foreground]]; border: none;}
.popupHighlight {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
.listBreak div {border-bottom:1px solid [[ColorPalette::TertiaryDark]];}

.tiddler .defaultCommand {font-weight:bold;}

.shadow .title {color:[[ColorPalette::TertiaryDark]];}

.title {color:[[ColorPalette::SecondaryDark]];}
.subtitle {color:[[ColorPalette::TertiaryDark]];}

.toolbar {color:[[ColorPalette::PrimaryMid]];}
.toolbar a {color:[[ColorPalette::TertiaryLight]];}
.selected .toolbar a {color:[[ColorPalette::TertiaryMid]];}
.selected .toolbar a:hover {color:[[ColorPalette::Foreground]];}

.tagging, .tagged {border:1px solid [[ColorPalette::TertiaryPale]]; background-color:[[ColorPalette::TertiaryPale]];}
.selected .tagging, .selected .tagged {background-color:[[ColorPalette::TertiaryLight]]; border:1px solid [[ColorPalette::TertiaryMid]];}
.tagging .listTitle, .tagged .listTitle {color:[[ColorPalette::PrimaryDark]];}
.tagging .button, .tagged .button {border:none;}

.footer {color:[[ColorPalette::TertiaryLight]];}
.selected .footer {color:[[ColorPalette::TertiaryMid]];}

.sparkline {background:[[ColorPalette::PrimaryPale]]; border:0;}
.sparktick {background:[[ColorPalette::PrimaryDark]];}

.error, .errorButton {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Error]];}
.warning {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryPale]];}
.lowlight {background:[[ColorPalette::TertiaryLight]];}

.zoomer {background:none; color:[[ColorPalette::TertiaryMid]]; border:3px solid [[ColorPalette::TertiaryMid]];}

.imageLink, #displayArea .imageLink {background:transparent;}

.annotation {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border:2px solid [[ColorPalette::SecondaryMid]];}

.viewer .listTitle {list-style-type:none; margin-left:-2em;}
.viewer .button {border:1px solid [[ColorPalette::SecondaryMid]];}
.viewer blockquote {border-left:3px solid [[ColorPalette::TertiaryDark]];}

.viewer table, table.twtable {border:2px solid [[ColorPalette::TertiaryDark]];}
.viewer th, .viewer thead td, .twtable th, .twtable thead td {background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::Background]];}
.viewer td, .viewer tr, .twtable td, .twtable tr {border:1px solid [[ColorPalette::TertiaryDark]];}

.viewer pre {border:1px solid [[ColorPalette::SecondaryLight]]; background:[[ColorPalette::SecondaryPale]];}
.viewer code {color:[[ColorPalette::SecondaryDark]];}
.viewer hr {border:0; border-top:dashed 1px [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::TertiaryDark]];}

.highlight, .marked {background:[[ColorPalette::SecondaryLight]];}

.editor input {border:1px solid [[ColorPalette::PrimaryMid]];}
.editor textarea {border:1px solid [[ColorPalette::PrimaryMid]]; width:100%;}
.editorFooter {color:[[ColorPalette::TertiaryMid]];}

#backstageArea {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::TertiaryMid]];}
#backstageArea a {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstageArea a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; }
#backstageArea a.backstageSelTab {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
#backstageButton a {background:none; color:[[ColorPalette::Background]]; border:none;}
#backstageButton a:hover {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstagePanel {background:[[ColorPalette::Background]]; border-color: [[ColorPalette::Background]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]];}
.backstagePanelFooter .button {border:none; color:[[ColorPalette::Background]];}
.backstagePanelFooter .button:hover {color:[[ColorPalette::Foreground]];}
#backstageCloak {background:[[ColorPalette::Foreground]]; opacity:0.6; filter:'alpha(opacity:60)';}
/*}}}*/
/*{{{*/
* html .tiddler {height:1%;}

body {font-size:.75em; font-family:arial,helvetica; margin:0; padding:0;}

h1,h2,h3,h4,h5,h6 {font-weight:bold; text-decoration:none;}
h1,h2,h3 {padding-bottom:1px; margin-top:1.2em;margin-bottom:0.3em;}
h4,h5,h6 {margin-top:1em;}
h1 {font-size:1.35em;}
h2 {font-size:1.25em;}
h3 {font-size:1.1em;}
h4 {font-size:1em;}
h5 {font-size:.9em;}

hr {height:1px;}

a {text-decoration:none;}

dt {font-weight:bold;}

ol {list-style-type:decimal;}
ol ol {list-style-type:lower-alpha;}
ol ol ol {list-style-type:lower-roman;}
ol ol ol ol {list-style-type:decimal;}
ol ol ol ol ol {list-style-type:lower-alpha;}
ol ol ol ol ol ol {list-style-type:lower-roman;}
ol ol ol ol ol ol ol {list-style-type:decimal;}

.txtOptionInput {width:11em;}

#contentWrapper .chkOptionInput {border:0;}

.externalLink {text-decoration:underline;}

.indent {margin-left:3em;}
.outdent {margin-left:3em; text-indent:-3em;}
code.escaped {white-space:nowrap;}

.tiddlyLinkExisting {font-weight:bold;}
.tiddlyLinkNonExisting {font-style:italic;}

/* the 'a' is required for IE, otherwise it renders the whole tiddler in bold */
a.tiddlyLinkNonExisting.shadow {font-weight:bold;}

#mainMenu .tiddlyLinkExisting,
	#mainMenu .tiddlyLinkNonExisting,
	#sidebarTabs .tiddlyLinkNonExisting {font-weight:normal; font-style:normal;}
#sidebarTabs .tiddlyLinkExisting {font-weight:bold; font-style:normal;}

.header {position:relative;}
.header a:hover {background:transparent;}
.headerShadow {position:relative; padding:4.5em 0em 1em 1em; left:-1px; top:-1px;}
.headerForeground {position:absolute; padding:4.5em 0em 1em 1em; left:0px; top:0px;}

.siteTitle {font-size:3em;}
.siteSubtitle {font-size:1.2em;}

#mainMenu {position:absolute; left:0; width:10em; text-align:right; line-height:1.6em; padding:1.5em 0.5em 0.5em 0.5em; font-size:1.1em;}

#sidebar {position:absolute; right:3px; width:16em; font-size:.9em;}
#sidebarOptions {padding-top:0.3em;}
#sidebarOptions a {margin:0em 0.2em; padding:0.2em 0.3em; display:block;}
#sidebarOptions input {margin:0.4em 0.5em;}
#sidebarOptions .sliderPanel {margin-left:1em; padding:0.5em; font-size:.85em;}
#sidebarOptions .sliderPanel a {font-weight:bold; display:inline; padding:0;}
#sidebarOptions .sliderPanel input {margin:0 0 .3em 0;}
#sidebarTabs .tabContents {width:15em; overflow:hidden;}

.wizard {padding:0.1em 1em 0em 2em;}
.wizard h1 {font-size:2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizard h2 {font-size:1.2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizardStep {padding:1em 1em 1em 1em;}
.wizard .button {margin:0.5em 0em 0em 0em; font-size:1.2em;}
.wizardFooter {padding:0.8em 0.4em 0.8em 0em;}
.wizardFooter .status {padding:0em 0.4em 0em 0.4em; margin-left:1em;}
.wizard .button {padding:0.1em 0.2em 0.1em 0.2em;}

#messageArea {position:fixed; top:2em; right:0em; margin:0.5em; padding:0.5em; z-index:2000; _position:absolute;}
.messageToolbar {display:block; text-align:right; padding:0.2em 0.2em 0.2em 0.2em;}
#messageArea a {text-decoration:underline;}

.tiddlerPopupButton {padding:0.2em 0.2em 0.2em 0.2em;}
.popupTiddler {position: absolute; z-index:300; padding:1em 1em 1em 1em; margin:0;}

.popup {position:absolute; z-index:300; font-size:.9em; padding:0; list-style:none; margin:0;}
.popup .popupMessage {padding:0.4em;}
.popup hr {display:block; height:1px; width:auto; padding:0; margin:0.2em 0em;}
.popup li.disabled {padding:0.4em;}
.popup li a {display:block; padding:0.4em; font-weight:normal; cursor:pointer;}
.listBreak {font-size:1px; line-height:1px;}
.listBreak div {margin:2px 0;}

.tabset {padding:1em 0em 0em 0.5em;}
.tab {margin:0em 0em 0em 0.25em; padding:2px;}
.tabContents {padding:0.5em;}
.tabContents ul, .tabContents ol {margin:0; padding:0;}
.txtMainTab .tabContents li {list-style:none;}
.tabContents li.listLink { margin-left:.75em;}

#contentWrapper {display:block;}
#splashScreen {display:none;}

#displayArea {margin:1em 17em 0em 14em;}

.toolbar {text-align:right; font-size:.9em;}

.tiddler {padding:1em 1em 0em 1em;}

.missing .viewer,.missing .title {font-style:italic;}

.title {font-size:1.6em; font-weight:bold;}

.missing .subtitle {display:none;}
.subtitle {font-size:1.1em;}

.tiddler .button {padding:0.2em 0.4em;}

.tagging {margin:0.5em 0.5em 0.5em 0; float:left; display:none;}
.isTag .tagging {display:block;}
.tagged {margin:0.5em; float:right;}
.tagging, .tagged {font-size:0.9em; padding:0.25em;}
.tagging ul, .tagged ul {list-style:none; margin:0.25em; padding:0;}
.tagClear {clear:both;}

.footer {font-size:.9em;}
.footer li {display:inline;}

.annotation {padding:0.5em; margin:0.5em;}

* html .viewer pre {width:99%; padding:0 0 1em 0;}
.viewer {line-height:1.4em; padding-top:0.5em;}
.viewer .button {margin:0em 0.25em; padding:0em 0.25em;}
.viewer blockquote {line-height:1.5em; padding-left:0.8em;margin-left:2.5em;}
.viewer ul, .viewer ol {margin-left:0.5em; padding-left:1.5em;}

.viewer table, table.twtable {border-collapse:collapse; margin:0.8em 1.0em;}
.viewer th, .viewer td, .viewer tr,.viewer caption,.twtable th, .twtable td, .twtable tr,.twtable caption {padding:3px;}
table.listView {font-size:0.85em; margin:0.8em 1.0em;}
table.listView th, table.listView td, table.listView tr {padding:0px 3px 0px 3px;}

.viewer pre {padding:0.5em; margin-left:0.5em; font-size:1.2em; line-height:1.4em; overflow:auto;}
.viewer code {font-size:1.2em; line-height:1.4em;}

.editor {font-size:1.1em;}
.editor input, .editor textarea {display:block; width:100%; font:inherit;}
.editorFooter {padding:0.25em 0em; font-size:.9em;}
.editorFooter .button {padding-top:0px; padding-bottom:0px;}

.fieldsetFix {border:0; padding:0; margin:1px 0px 1px 0px;}

.sparkline {line-height:1em;}
.sparktick {outline:0;}

.zoomer {font-size:1.1em; position:absolute; overflow:hidden;}
.zoomer div {padding:1em;}

* html #backstage {width:99%;}
* html #backstageArea {width:99%;}
#backstageArea {display:none; position:relative; overflow: hidden; z-index:150; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageToolbar {position:relative;}
#backstageArea a {font-weight:bold; margin-left:0.5em; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageButton {display:none; position:absolute; z-index:175; top:0em; right:0em;}
#backstageButton a {padding:0.1em 0.4em 0.1em 0.4em; margin:0.1em 0.1em 0.1em 0.1em;}
#backstage {position:relative; width:100%; z-index:50;}
#backstagePanel {display:none; z-index:100; position:absolute; margin:0em 3em 0em 3em; padding:1em 1em 1em 1em;}
.backstagePanelFooter {padding-top:0.2em; float:right;}
.backstagePanelFooter a {padding:0.2em 0.4em 0.2em 0.4em;}
#backstageCloak {display:none; z-index:20; position:absolute; width:100%; height:100px;}

.whenBackstage {display:none;}
.backstageVisible .whenBackstage {display:block;}
/*}}}*/
/***
StyleSheet for use when a translation requires any css style changes.
This StyleSheet can be used directly by languages such as Chinese, Japanese and Korean which use a logographic writing system and need larger font sizes.
***/

/*{{{*/
body {font-size:0.8em;}

#sidebarOptions {font-size:1.05em;}
#sidebarOptions a {font-style:normal;}
#sidebarOptions .sliderPanel {font-size:0.95em;}

.subtitle {font-size:0.8em;}

.viewer table.listView {font-size:0.95em;}

.htmlarea .toolbarHA table {border:1px solid ButtonFace; margin:0em 0em;}
/*}}}*/
/*{{{*/
@media print {
#mainMenu, #sidebar, #messageArea, .toolbar, #backstageButton, #backstageArea {display: none ! important;}
#displayArea {margin: 1em 1em 0em 1em;}
/* Fixes a feature in Firefox 1.5.0.2 where print preview displays the noscript content */
noscript {display:none;}
}
/*}}}*/
<!--{{{-->
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<div class='headerShadow'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
<div class='headerForeground'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
</div>
<div id='mainMenu' refresh='content' tiddler='MainMenu'></div>
<div id='sidebar'>
<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
</div>
<div id='displayArea'>
<div id='messageArea'></div>
<div id='tiddlerDisplay'></div>
</div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar closeTiddler closeOthers +editTiddler > fields syncing permalink references jump'></div>
<div class='title' macro='view title'></div>
<div class='subtitle'><span macro='view modifier link'></span>, <span macro='view modified date'></span> (<span macro='message views.wikified.createdPrompt'></span> <span macro='view created date'></span>)</div>
<div class='tagging' macro='tagging'></div>
<div class='tagged' macro='tags'></div>
<div class='viewer' macro='view text wikified'></div>
<div class='tagClear'></div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar +saveTiddler -cancelTiddler deleteTiddler'></div>
<div class='title' macro='view title'></div>
<div class='editor' macro='edit title'></div>
<div macro='annotations'></div>
<div class='editor' macro='edit text'></div>
<div class='editor' macro='edit tags'></div><div class='editorFooter'><span macro='message views.editor.tagPrompt'></span><span macro='tagChooser'></span></div>
<!--}}}-->
To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
* SiteTitle & SiteSubtitle: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* MainMenu: The menu (usually on the left)
* DefaultTiddlers: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
These InterfaceOptions for customising TiddlyWiki are saved in your browser

Your username for signing your edits. Write it as a WikiWord (eg JoeBloggs)

<<option txtUserName>>
<<option chkSaveBackups>> SaveBackups
<<option chkAutoSave>> AutoSave
<<option chkRegExpSearch>> RegExpSearch
<<option chkCaseSensitiveSearch>> CaseSensitiveSearch
<<option chkAnimate>> EnableAnimations

----
Also see AdvancedOptions
This section is used to cover history on an inter-regional, continental or world scale.  For more specific information and history about specific locations check out [[Places of Interest]].

Two thousand years post the "Draconic Withdrawl"...
While certainly the entire history of Doraen could not be related in a short span of time, one can usually point out some of the more pivotal events. Here is one bard's attempt.

!!!Story of Steil'ven and Ter'rim
(Temp: Cliff Notes Version - Will be fixed later.)
*Around the year 1010 DW.
*King of a kingdom had a son, named Steil.
**National religion of this kingdom was Archsephras
***Having established Archsephras as the patron pantheon due to the abandonment of the draconic stewards.
**King's wife passed away when the boy was 6
*King took a new wife 6 years later, noble of a neighboring kingdom
**Wife brought her son Ter who was 13 at the time
*Steil and Ter grew and played together
**Steil and Ter rivaled against each other in friendly competition
**As both grew older, their philosophies started to differ
***Ter believed in the traditions and religion put forth to him by his predecessors
***Steil believed that the Draconic patrons of the land had abandoned the people and did not deserve respect or worship
***Ter also believed that government should not be run by a single ruler, a government made of many to suit the people would make for a stronger society.
**Ter gained many followers
**When Steil's father, Ter's step father died, leaving the kingdom to Steil
***Ter pushed for changes, Steil refused
**A civil war erupted
**While Ter's forces were formidible and abundant by that time, Steil's forces were larger and more organized
**Steil, caring for his step brother, exiled Ter and his followers rather than executing them.
**Steil renamed the kingdom "Steil'ven" to mark the new "era" for his people
**Ter founded "Ter'rim" to the northwest
''Player Name:'' Al
''Character Name:'' Hartoakin
''Character Race:'' Tige'Sieth
''Class/Role:'' Barbarian/"Meat Shield"
''Character History:''

''Player Name:'' Brandon
''Character Name:'' Cascade
''Character Race:'' Troll
''Class/Role:'' Taskmage/Cleric
''Character History:''

''Player Name:'' John
''Character Name:'' Tes'ira
''Character Race:'' Nenem
''Class/Role:'' Sorceress/Arcane Support
''Character History:''

''Player Name:'' Paul
''Character Name:'' Grun
''Character Race:'' Dwarf
''Class/Role:'' ~Psi-Warrior/"Gish"
''Character History:'' 
<<options>>
Aeshun are viewed across the lands of Tel’Lagaia as a constant and irrepressible nuisance. The Aeshun are a group of wanderers and vagabonds enthralled with the allure of the open road. They are constantly driven on by their curiosity, forcing them into dangerous situations that perhaps may have been avoidable with only slight foresight. This is not to give the impression that Aeshun are fearless, they suffer from fear as easily as the next Shar’Liell, but they are unwilling to allow fear to stop their ever present curiosity. It is unknown how the Aeshun have survived so long within the Faerie plane, but Shar’Liell have strong memories of them inside of the Faerie plane, and these memories give the same impression of Aeshun as they give residents of Tel’Lagaia. 

''Personality:'' Aeshun are friendly and outgoing. They have a great desire to make friends from those that they encounter during their constant travels. Frequently, Aeshun bond quickly with those in their company and establish great friendships in a short amount of time. As Aeshun explore the world around them, they also explore the depth of their companions. It is Aeshun desire to discover new and exciting things around every corner, whether that corner be metaphorical or physical. Only through new input of stimuli is an Aeshun able to keep its attention undivided for any length of time. This need for new stimulus usually expresses itself in a need for motion and freedom. This need is so extreme that Aeshun will often injure themselves if restrained.

Aeshun constantly wish for new revelations, excitements, and experiences. At a young age these impulses are almost overwhelming to Aeshun, but as they grow older they learn to temper them with patience, a very little amount of patience. This patience is only learned because of the increasing alienation that Aeshun begin to feel as they discard object and friend in search of new objects and friends. This throw away attitude is not due to any maliciousness from the Aeshun, it is a rare Aeshun that would feel such an emotion; but instead it originates from their alien mindset and lack of understanding that others do not function in the same way that they do. Aeshun without friends or new sources of wonder are truly pitiful creatures.
__Seelie & Unseelie:__ Aeshun who are left solitary or confined for too long frequently begin to turn to their darker side for comfort. In fact, it has been recorded that Aeshun seem to act from two separate set of ideals like other Shar’Liell, but unique to Aeshun is that they seem to be able to allow the two sides of their essence interact as individuals. Seelie and Unseelie Aeshun sometimes seem to be a third party listening and reacting to a conversation that constantly occurs within their essence. 
Seelie Aeshun seem to be motivated primarily with a desire to discover, their darker halves are motivated by amusement at the expense of those around them. There are tales of Aeshun who have given over to their Unseelie nature and begin to sow dissent amongst friends, commit crimes only to have others blamed for them, and casually break objects that are of known importance to those around them. 

''Physical Description:'' Aeshun are one of the smaller Shar’Liell, measuring frequently somewhere between 4 and 5 feet tall. Records exist of individual Aeshun who were “taller than the tallest man in the settlement,” though this notation does not infer any great height of Aeshun numerous similar records can be found spread throughout Tel’Lagaia leading to the belief that certain Aeshun are capable of reaching great heights. No matter what their size all Aeshun seem uncharacteristically thin, as if a strong breeze would be capable of knocking them down. One record of an Aeshun traveling through Ter’rim claims “A strange man walked into town this day. He at first seemed to be a strange performer from the city, walking into the village upon thin stilts with large shoes for balance.” Aeshun limbs are thin and elongated, just as their body is. Though Aeshun always appear thin they would never thought to be sickly because of this. 
Aeshun eyes are larger than most other races, their eyes open wide giving them a look of curiosity and innocence, like a kitten looking upon the world. Young Aeshun frequently keep their hair short as they have no wish to be slowed down by something that they feel is merely cosmetic. Older Aeshun will grow their hair longer as they are forced into a more sedentary lifestyle.
Aeshun skin tones range from the lightest sky blue to the darkest blue of the deep ocean, while other skin tones have been recorded they are uncommon at best in most likelihood a slight aberration. As Aeshun age they begin developing spots beginning on the scalp and traveling down their backs as they continue to age. Even at great ages shown by the emergence of spots around the ankles of an Aeshun they are still ever curious. This has spawned the phrase, “An Aeshun never changes his spots,” meaning that no matter how old Aeshun grow they are still as inquisitive as ever. 
Aeshun clothing is frequently an elaborate collection from locations that they have been. They do not seek to take on the appearance of those that are around them, but instead to incorporate parts of it into their already distinctive appearance. If otherwise unable to tell Aeshun age, someone can get an idea by how eclectic and varied their appearance is. This clutter of cultural accessories pays no heed to conventional ideas of style but instead only the individual Aeshun and their physical needs from their clothing. Acrobatic Aeshun are far less likely to have excessive bells and whistles on their clothing, unless of course they truly like bells and whistles. 

''Outlook:'' Aeshun are convinced that the grass is greener on the other side of the fence, or over the next hill, or past the forest, or on the other side of the extremely violent group of Aeshun hating ogres, and they need to see just how green the grass is. It is this constant need to see and experience new things that frequently lead Aeshun into constant trouble with those who do not understand their nature or motivations. Aeshun do not ignore clear and present danger, but instead are certain that the danger must mark something truly worth experiencing. Because of this outlook they are happy-go-lucky and rarely allow a situation get them down for long. A Chimeran once recorded that while captured by cannibals his Aeshun companion wondered “What it would be like to be boiled alive.” The Chimeran admits that shortly after being rescued from that situation he distanced himself from his Aeshun companion and settled down to “a more sensible life.”

''Relations:'' Shar’Liell are a race of individuals, only coming together as they wish to. Aeshun are the most extreme examples of this mentality. While all other races have a history of cooperation and have built a society within the confines of their larger human centric cultures, the Aeshun have shown little to no desire to build such a place. Frequently these adventurers are far too busy exploring the sewers, attics, and closets of cities to spend any time improving a society for Shar’Liell. Aeshun do, however, expect to be included in their kindred’s plans for society, but only at the convenience of their very, very, very busy schedules. 
Aeshun look upon Auspran as exactly the right people to leave in charge of the homestead while they are away doing something so much more interesting, Aeshun like and actively attempt to help Auspran when the occasion arises but frequently end up sticking their body parts where no Auspran would want an Aeshun. Chimeran are perfect for taking something absolutely wonderful and interesting and reducing it to its most basic and least interesting elements, Aeshun have little desire to read any of their boring and bothersome technical writing and shudder at the thought of Chimeran poetry. Sidhe are viewed with awe and fear by the Aeshun, they are inspired by the beauty of the Sidhe and their artistic essences while they remain acutely aware it is frequently the laws and organization that the Sidhe have established that keeps getting them into trouble. Trolls are looked upon as a challenge by most Aeshun, they seem to be drawn towards individual Trolls to crack the great and hard shells that surround them and force them to reconcile with their obviously long lost and ignored childhood. 
Outside of their own race Aeshun view everyone as the source for their next possible adventure. It is never too late, in the Aeshun mind, to stir up long forgotten memories and explore them. From these insights, Aeshun frequently strike out on their next series of misadventures. Tales range across Tel’Lagaia of Aeshun in these misadventures, anything from attempting to set right the lost loves from 20 years prior, to seeking to solve the mystery of local haunted spots, and finally attempting to build a better mousetrap. It is only the Aeshun inability to follow up any of these ideas with the necessary persistence to see the job through that has stopped many cultures from banning Aeshun traveling within their borders. 
Steil’ven has attempted to stop the Aeshun Incursion, as some within the military would call it. Steil’ven is a place unfriendly to Shar’Liell, and most Shar’Liell recognize this. Aeshun on the other hand see these lands as just one more place that they are able to explore. This has historically caused no end of trouble for both Shar’Liell and Steil’ven. 

''Alignment:'' Aeshun have no ability to remain neutral about almost anything. One way or another they have a need to pick a side and help it. Aeshun adopt these sides before considering or understanding the nature of a conflict or dispute. At times, Aeshun switch sides within a conflict when they feel that they have new insight its nature. Aeshun gravitate towards both Chaotic Good and Chaotic Evil. 

''Aeshun Lands:'' The Aeshun do not have any racial desire to congregate. That being said, there are Aeshun in residence at the Auspran founded Shar’Liell community of Veil’s Rest. Other gatherings of Aeshun are likely to be mobile communities built upon similar ideals, such as the Aeshun circus. Aeshun circuses travel through the lands stopping in towns and villages to entertain and amuse the residents. There are a few examples of all Aeshun traveling bands of this nature, and frequently they seek for no payment from their audience. These Aeshun perform for love of doing it and travel for the same reason. A circus generally begins to charge as members of other races become involved. 

''Religion:'' Unlike most of their kin, Aeshun adopt the religions of those around them. They are still strongly tied to the importance of ideals that initially gave them form, but in their ravenous curiosity it would be unthinkable to not experience religion as others do. However, Aeshun approach religion as something lively and vivacious, just like they approach anything in life. There is no innate reverence in an Aeshun when discussing religion. Aeshun come and go with religions just as they do most anything else in their lives, they live, love, and experience the religion that they have adopted very strongly for a short period of time. During their time enamored with a religion Aeshun support it in every way that they can. There are documents of Aeshun doing both wonderful and terrible things in the name of religion since they came to Tel’Lagaia, and records of both can refer to Seelie and Unseelie members of the Shar’Liell. 

''Language:'' Aeshun spoken language is delivered in a rapid fire staccato manner. This language seems to be a mish-mash collection of words cannibalized from other languages. In fact, Aeshun language seems to have no set barrier on what words and languages are contained within its context. When one Aeshun relates experiences to another they will frequently use words that are unknown or strange to the second Aeshun. When one word is used that is unknown, Aeshun question the word and then receive the definition (as believed by the initial speaker) and examples of use. Aeshun conversations are rife with interruptions and explanations, only to be returned to their initial course as if no interruption ever had occurred. Aeshun seem to have the greatest ability to concentrate on something for an extended period of time when dealing with another Aeshun explaining things. Perhaps the speed at which information is communicated is more comfortable to them, but for non-native speakers of the Aeshun “language” the Aeshun ability to pick up in the middle of a story that was interrupted for an explanation of a word that lead to three other explanations is greatly unsettling, while the Aeshun themselves seem to have no trouble understanding and remembering. 
There is no written Aeshun language. When asked about it, one Aeshun replied, “Now wouldn’t that look silly?”

''Names:'' Aeshun names follow no naming conventions. Names are given at the whims of parents or taken by the child. Names in fact seem to be almost as transient to an Aeshun’s existence as most everything else. When an Aeshun feels that a name no longer suits them, they abandon the name and find one that is more fitting. Aeshun do not divorce their name on a whim, but do not think on the matter excessively either, they give it greater amount of thought than most other things that they do, but seemingly less than a teamster planning their journey. It is in taking a new name that Aeshun give far more thought, and stories exist of nameless Aeshun that would travel around searching for a new name. Many Aeshun names are descriptive in some way, but there are numerous exceptions to this.
__//Example Names://__ Appleblossom, Branchbreaker, Butterpat, Chocolate, Dandelion, Happyghost, Kitten, Lilacbloom, and Tumbly.

''Adventurers:'' Every Aeshun is an adventurer. Their exploration of the world around them is one large adventure. The unifying trait of all Aeshun is exactly what forces them into an adventuring lifestyle, curiosity. Aeshun are unwilling to be restrained by what they learn while adventuring, just like they are unwilling to be restrained in life. They frequently take on the roles of bards, rangers, rogues, and sorcerers. These four classes are frequently outsiders, wanderers, and vagabonds, fitting perfectly with Aeshun sensibilities. Clerics, druids, monks, and paladins are far to restrictive for Aeshun, requiring long term devotion to an ideal, while an Aeshun would chafe at the restrictive armors of most fighters and barbarians. Wizards require too great a time in quiet study to hold Aeshun attention for long enough to achieve any true mastery. 

''Emergence:'' Aeshun emergence is a wonderful journey for a essence that has been trapped for too long. The child that the Aeshun essence comes to call home looks upon their world with marvel and is frequently found where they are not supposed to be. These children would shirk their choirs, ditch out on whatever study they were supposed to do, and even miss dinner for a chance to look at what lies beyond the next hill. Frequently it is during one of these journeys that the Aeshun essence will awaken, and the child will not return home because of this. Aeshun essences are extremely fragile, as children begin to pass adolescence generally the essence will have emerged or be trapped within its host for a full lifetime. As children begin to hit puberty the world is full of far too much reality for the Aeshun to emerge. There is evidence of rare Emergences after this age, but the longer that it takes the harder it is on the essence of the Aeshun. 

''Magic:'' Aeshun sorcerers are common practitioners of illusion and enchantment magics. The Aeshun essence’s natural love of exploration and imagination find these two schools of magic to be natural expressions. Both of these schools of magic the Aeshun use to change the world around them, whether it is in actual appearance or through the minds of their targets. Aeshun also generally find magic to make new friends to be wonderful. Aeshun feel little connection to Abjuration magic, to protect against something they would need to anticipate its coming, or Necromancy, this magic is oppositional to their easy going attitudes. Transmutation is also tied to the Aeshun, as any way to change their experience of the world around them is intriguing. 

__''Aeshun Racial Traits:''__
• +2 Dex, -2 Wis
• Medium sized.
• 30 Ft Base Speed
• +2 Balance, Climb, Jump, and Tumble. Aeshun are naturally physically fit and push themselves to new heights (both real and metaphorical) on a regular basis.
• Knowledge (Aeshun) as a class skill, and automatically gain a free rank at every even level starting at 2nd level.
• +2 racial bonus on saving throws and opposed rolls against effects that would hinder or restrict an Aeshun’s movement. This encompasses spells such as Bigby’s Grasping Hand, Entangle, and Hold Person as well as magical items like Iron Bands of Billarro and mundane grapple checks when the defender. This does not work against saves against Command, Fear, Grease, or Sleep or against Bull’s Rush or Trip attempts.
• Faerie Glamour Celerity: Aeshun are naturally fast, both quick witted and nimble bodied. Their Faerie essence allows them to increase this innate rapid pace to breakneck speeds. Aeshun are able to act as if under a haste spell for one round as a swift action. They can use this extraordinary ability a number of times per day equal to their Con bonus + 1 (minimum once per day). Each use of Celerity requires a separate swift action to perform. 
• Faerie Glamour Hyperactivity: Aeshun react poorly to confinement. Whenever Aeshun are grappled, held, entangled, or otherwise restrained they suffer 1d4 damage per round. This damage is real but will stop once the Aeshun is unconscious and the Aeshun will not bleed to death from such damage. This means that few Aeshun are ever willing to don any but the lightest armors or carry large burdens. Aeshun especially driven to wear restrictive armors or heavy packs are able to invest in the feat [[Aeshun Prudence|Tel'Lagaian Feats]] that reduces the penalties. 
• Automatic Languages: Aeshun and Trade Tongue. 
• Bonus Languages: Auspran, Chimeran, Haisen, Sidhe, Silvian, Tersh, and Troll.
• Favored Class: Rogue.
!!Attuned Spell

A player character gains one attuned spell upon taking her first level of a spell casting class and one for every three additional levels of a casting class the character gains. Levels 1, 4, 7, 10, 13 etc provide a attuned spell slot.
For clarification, an example of slot eligibility would be, a Wiz3/Ftr2 (three total levels in casting class(es)) would only have one attuned spell slot. A Wiz3/Pal4 (a total of seven levels in casting class(es)) would have three attuned spell slots.
Changing attuned spells is possible although it can only be done at “times of growth”. Systematically speaking, a player may change 1 attuned spell every even level starting at 4th. To determine the maximum number of spells for any given level that may be assigned as attuned spells, take the available spell slots per day for the spell level in question and divide by two rounding down. Bonus and Domain spell slots are not included in this calculation.
Auspran are able bodied workers equally at home while at work or assisting those in need. These Shar’Liell are driven to their passionate desire to craft because they have an innate need to improve the world around them. Frequently noted by outsiders to be one of the most industrious races on the face of Tel’Lagaia, most observers would never realize that Auspran do this in hopes that they will make the world around them a better place. Auspran have established the most noteworthy permanent fae settlement on the face of Tel’Lagaia at Veil’s Rest, but they are also found scattered throughout the lands as are all other Shar’Liell.

''Personality:'' Auspran are parentally minded about those around them, no matter what their age. Auspran are naturally giving, it is anathema to Seelie and Unseelie Auspran to refuse assistance when requested. Their giving nature comes through in most everything that they do, they always work to improve and assist those around them often at their own personal expense. This expense may be financial, personal, and sometimes physical. This giving nature inherent to Auspran generally breeds friendly and outgoing individuals. 
The downside of their desire to assist is that Auspran frequently seek to help in ways that they may not be appreciated. Auspran are known to dig into the past of an individual that they have decided to help. After they uncover some ways in which they can help the seek to act upon the information they have gained. Auspran are known to be terrible gossips by many of the other Shar’Liell. Rarely will this discovered information stay secret for very long. It is not that Auspran seek to hurt or harm those that they wish to help, but instead they are frequently seeking other opinions on how to make something better. 
Do to their natures, Ausrpan are frequently students of the sentient’s condition. They look upon a gathering of people just as a Aeshun might watch a clock wondering of its secrets. Unlike Aeshun, Auspran seek to understand their surroundings so that they may continue to improve upon what is all around them, after all what use is a fantastically comfortable new chair if a Shar’Liell’s essence is uncomfortable.
Auspran take great pride in their work. They do not wish to pass off goods that are shoddy, to do so would to have done less than the Auspran could have. It would not only be a personal failure that would affect the Auspran, but also it would be a mark against their entire community. To ensure that this does not happen, Auspran are unwilling to rush their work for any reasons if they can help it. 

''Physical Description:'' Auspran are the most diminutive of all Shar’Liell. Individuals are recorded as small as 2 feet tall, but it is much more common for them to stand between approximately 2’ 6” to 3’ 6” tall. While they are not tall individuals, they frequently show the signs of eating well. This is not due to any tendency to overeat, but because of the physiology of the Auspran. Auspran naturally add weight to their waist and holes to their belts even while eating and exercising as much as anyone else. However, unlike other races their softness around the middle does not itself show any lack of physical prowess. Many Auspran appear to be very heavy but are light on their feet and faster than their small size would lead someone to believe. 
Auspran facial structure is rounder than other Shar’Liell with bright and friendly eyes and large, bulbous noses in front. Most Auspran wear some form of eyewear to improve their eyesight during crafting. Frequently these Auspran merely leave the eyewear resting on their noses long after they have stopped work for the day. This habit has lead more than one Auspran to asking “Where are my glasses?” when in truth, they are still resting upon their nose. 
Auspran skin tones range from peach and pink all the way down to that of dark and lacquered wood. It has been observed that the tone of skin an Auspran has frequently reflects the type of good that Auspran works with. Generally, Auspran working closer to harvest or natural materials have lighter complexions while those who are closer to finished products or heavily processed materials have darker complexions. Auspran hair ranges from light greens to dark and rich browns. As age sets in Auspran hair frequently begins to silver or whiten, and males of most ages suffer from a receding hairline. 
Auspran have a unique smell associated with them, having rubbed off on them from long years of constant work of the same kind. Lumberjacks and woodworks frequently smell of the woods, a strong but fresh and refreshing scent. Bakers are almost always followed by scents of their kitchen. These scents stay with Auspran no matter what clothes they wear or how they clean themselves. It is in record of a bard from Melliope that when their adventuring party had been captured and interrogated his Auspran companion, trained as a baker, commented “I made a brownie in my trousers,” and in truth, it smelled just like a fresh baked brownie was fresh out of the oven. Needless to say, this bard later stated that he had little desire to ever ingest a brownie.
Auspran clothing is much like other products that they make, simple yet elegant. The clothes that an Auspran wears for living are generally those that they work in. These clothes need to be extremely durable to withstand the constant wear and tear that comes from repetitive action while allowing the Auspran to move freely enough to work their craft. The colors of Auspran clothing are frequently earthy and subdued. 
If an Auspran has need of a set of clothing for more festive or formal occasions, they will care for this clothing the same way that they work on products of their chosen craft. Even if the Auspran would rarely need to wear this second set of clothing, it is unlikely that they would go longer than a week without ensuring that it was being properly cared for. 

''Outlook:'' Auspran are simple folk and enjoy simple pleasures. These Shar’Liell are truly at home when able to work to directly improve something. This personal focus can take many forms, the most obvious is that of the craftsman. However, many Auspran seek to improve the standard of life for those around them through more direct or involved methods. Auspran look upon social structures within societies as in need of improvement as a rickety chair. Some, especially adventurous Auspran, even find that they are drawn to helping those in great need. 
__Seelie & Unseelie:__ Seelie Auspran go out of their way to help others and improve the standard of life because of a naturally altruistic nature. These Shar’Liell are drawn to the creation of simple but elegant furniture, the design of strong and sturdy buildings, assistance of elders across the street and women across puddles without staining their well crafted gowns (perhaps also the work of an Auspran). These Auspran do these things while refusing rewards for their good deeds. The nature of Unseelie Auspran is similar to that of their Seelie brethren, except they are not above accepting recompense for their actions. In fact, Unseelie Auspran look upon their own efforts to improve society as a method of gaining favor with those that they have assisted.

''Relations:'' Auspran society places importance upon the individual’s contributions to society. Through their acts to improve the society that they live in, whether through charity work, donations to the community, or helping those in need, they are able to improve their own standing within the community. While talented crafters might be able to claim great power within human lands, the same crafter in Auspran village would be expected to give back to the community proportionally to their tremendous skill and talent. 
Auspran get along well with the other Shar’Liell. Aeshun they view as lost children only searching for their place in society, something that many an Auspran has attempted to fix with or without the consent of the individual Aeshun. Chimeran are viewed as kindred crafters with their hearts in the wrong place; Auspran find it strange that they would try to create a perfect recounting of history while completely incapable of feeling the love necessary to achieve such a goal. Auspran are in awe of the Sidhe for their beauty, altruism, and skill in social situations; Auspran rest comfortably in their cozy beds at night knowing that the Sidhe work for the betterment of Shar’Liell. Trolls are embraced by the Auspran, a Troll guardian is a perfect compliment hillside filled with Auspran homes; while the Auspran have every confidence in the Sidhe’s social abilities, they know that they are protected with Trolls about no matter where they would travel or whose law they would fall under. 
Auspran have strong relations with most other races, welcomed even by the Harsieth. The race that they would have the most in common with though, they have the most strained relation with. Dwarves did not feel the effects of the Awakening of any Shar’Liell other than Auspran. Most Auspran initially Emerged from Dwarves, something that the Dwarves did not take kindly to. Unlike the humans of Steil’ven, the Dwarves did not wish to kill these Emerging Shar’Liell but instead banished these strange creatures from their lands after every attempt was made to remove the invading essence from the body of the Dwarf. It is these banished Auspran that initially formed the refugee of Veil’s Rest. 

''Alignment:'' Auspran are naturally self interested and prone to taking sides. The most common alignments of Auspran are Neutral Good and Neutral Evil, fulfilling both aspects of an Auspran alignment. These Shar’Liell are not concerned with long term traditions enough to follow or abandon them, instead more concerned with each individuals comfort in the here and now. Neutrality towards good and evil does not suit them, for they are unable to remain neutral in any affairs that go on around them, seeking to involve themselves and improve the situation. 

''Auspran Lands:'' Auspran are the founders of Veil’s Rest, a Shar’Liell community north of Pri’tza Pass. Within the hills of Veil’s Rest can be found the largest concentration of Shar’Liell anywhere on Doraen, and the community is dominated by the Auspran. While crafters are common within Veil’s Rest, a greater number of non-crafting Auspran can be found. While all types of Shar’Liell are in residence within Veil’s Rest, the Auspran take on the roles associated with their brethren. Auspran guardsmen and warriors are a frequent sight within the hills of Veil’s Rest, as are politicians, historians, entertainers, and lawyers. 

''Religion:'' Auspran are dedicated to the ideals of charity and quality. While individual Auspran may follow other ideals, they almost always lead back towards charity and quality. Auspran charity is giving to the community to improve quality of life of those around. Auspran quality is the importance of each Auspran giving their best performance at all times, if they did not they would fear becoming a strain upon their community and become unable to give back to that community. Auspran dedicated to other ideals might establish themselves as guardians of communities that did not have a Troll to guard them, might act as healers in the name of compassion, or even as wilderness guides in order to aid the lost. 

''Language:'' The Auspran language is a language given to praise and critique. Auspran has an established hierarchy of terms established to easily rate quality and craftsmanship that is understood by all native Auspran speakers no matter where they come from. The importance of fair assessment of quality is so important that Auspran review each product that they produce, looking upon the finished good with a critical eye. After they have reviewed their own craftsmanship it is important for another individual to critique it as well, and see the validity and accuracy of each review against the other. This is not to say that Auspran language or outlook has no place for personal taste, but it is culturally important to review the merits and flaws of craftsmanship without allowing these personal tastes to change the nature of the review. When spoken the Auspran language is slow in its conveyance of individual words, however it is difficult to master for non-native speakers as frequently there are large sections of inferred words when the language is spoken or written. 
Written Auspran is most frequently recipes, craft orders, and reviews of craftsmanship. There are some Auspran who study literature, but often times they find that other languages are better to convey emotion and feelings important to their stories. There are some noted Auspran poets who use the languages inferred text to emphasize what is important through its statement and non-statement. 

''Names:'' Auspran names are traditionally broken into two separate parts, a given name for each individual Auspran and a surname. Surnames are descriptive of the family and its craft. Though these names are passed down from one generation to another, they are also known to change over the years as new descriptions would become appropriate. Frequently, if a Aeshun family has more than one child, the child that houses parents are generally expected to keep the surname and continue in the profession of their family; those that do not house the parents need to find a new surname description. 
Individual names are not descriptions or quantities, as individuals are recognized as just that within Auspran society. The names of individuals are easily identifiable as masculine or feminine, though speakers of other languages would frequently confuse the two sexes upon hearing the names. Auspran masculine names often end with “a” or “as” and feminine names end with “o” or “y”. “E” is used as an ending for gender neutral names, commonly applied when a child must be named before its birth date. These gender neutral names are uncommon as individual names, but appear much more often in family names. Human records of Auspran will frequently change the end of an Auspran’s name to match with their own sensiblities.
__//Female Names://__ Athury, Driello, Myelko, Ratho, and Zathary.
__//Male Names://__ Athura, Belka, Havas, Nymria, and Portia.
__//Surnames://__ Athure, Junthe, Rielstote, and Valeske.

''Adventurers:'' Adventurers are accepted within Auspran society, the act of adventuring is a personal journey of improving the world. There are no classes that are more or less likely to attract individual Auspran. Every Auspran feels this same call in different ways, to look down on the adventurer would be the same as looking down on a cooper. However, while Auspran readily accept individual Auspran who wish to leave and adventure, they do not look forward to encounters with adventurers. A returning Auspran adventurer would be welcomed within the community, but strange adventurers would make many Auspran uneasy. This is not to say that the Auspran would turn away these travelers, they would offer hospitality to them as they would to anyone, it is the legendary destructive abilities and tendencies of adventurers that would make Auspran nervous around them.

''Emergence:'' The Emergence of Auspran frequently occurs in children who have displayed obsessive characteristics. Frequently these children are seen working on a project and are unwilling to be pulled away from the project for any reason. Changes in routine generally shake these children to their core, as they begin to regiment daily goals for themselves based on routine. Auspran essences are known to be hearty, able to Emerge at almost any age. Those who shelter an Auspran essence within them would frequently be overcome with the need to improve and craft.

''Magic:'' Auspran capable of magic frequently find themselves to be naturals with both Conjuration and Transmutation. Their ability and desire to craft and improve what is present are reflected in both of these schools. Many Auspran are also able to manipulate Illusion magic freely, but shy away from specializing to greatly in it as they need to create something lasting, not mere illusions. Enchantment, Evocation, and Necromancy are schools that Auspran generally do not learn to master. Forcefully changing individuals minds, destructive energy, and the energy of the dead are all looked down upon within Auspran society. 

__''Auspran Racial Traits:''__
• +2 Wis, -2 Str
• Small sized.
• 20 Ft Base Speed.
• +2 Appraise. Auspran are naturally talented at recognizing the quality in their own and others work. 
• +2 Craft (pick one). Auspran are adept at their chosen craft, even if they seek to improve society through a different avenue.
• +2 Sense Motive. Auspran are naturally nosey and pick up on slight clues.
• Knowledge (Auspran) as a class skill, and automatically gain a free rank at every even level starting at 2nd level.
• Faerie Glamour Customs: Auspran are experts of making more with what they have, their Faerie glamour exemplifies this trait. Upon character creation an Auspran picks ''one'' custom, and gains that custom as a racial ability.
**Custom of Creation: Auspran are adept at crafting using both magical and mundane means. +2 caster level to Conjuration (creation) spells and always allowed to take 10 on Craft checks.
**Custom of Focus: It is difficult to dissuade an Auspran from a goal, and far harder to do so to those from the custom of focus. Gain 1 additional attuned spell and +2 to Concentration skill checks.
**Custom of Inheritance: Auspran are taught to take gifts with great humility. Those from custom of inheiritance are adept at improving the benefit they receive from magical means. Whenever a beneficial spell is cast upon an Auspran with custom of inheritance they may regain hit points equal to twice the level of the spell. This ability is usable a number of times per day equal to the Auspran’s Con bonus + 1 (minimum once per day). Custom of inheritance is only usable on spells cast upon you by another caster. 0-level spells count as .5 level for purposes of custom of inheritance.
**Custom of Protection: Auspran who are called to become guardians are known for powerful magic that assists them. +1 caster level to Abjuration spells and Abjuration spells minimum surge value is 4% rather than 5 %. 
**Custom of Succor: Auspran who adopt the custom of succor are adept at helping others, frequently doing so quickly and inconspicuously. Auspran with custom of succor may use the aid another action as a swift action, usable a number of times per day equal to Con bonus + 1 (minimum once per day). Auspran are equally adept at aiding skill checks. If an Auspran has ranks in the skill being used they may attempt to aid another for a +3 instead of the normal +2. In addition, if there is a limit to the number of aids that can be received on a given skill check the Auspran does not count against that number as long as he has ranks in the associated skill. 
• Faerie Glamour Accord: Auspran are unable to refuse aid to those in need. While an Auspran will not halt in battle due to an opponents cry of “But my shoe is untied” they are unable to refuse a cry of aid from those around them. While they will not always expose themselves to imminent physical danger, such as by charging into a burning building to rescue the inhabitants, they always must take steps to help those in need. Auspran do not approach those in need with suspicion or doubt, while their companions may believe that the broken down wagon on the side of the road is an ambush an Auspran would find themselves unable to refuse the strangers need and completely unprepared if they did betray the Auspran’s trust. This Auspran trait is well known across Tel’Lagaia and exploited by many. While Auspran are willing to help those in need, they are not likely to give their earnings or other valuables away at any request, there are many ways to help someone in need that do not involve money. 
• Automatic Languages: Auspran and Trade Tongue. 
• Bonus Languages: Aeshun, Chimeran, Dwarven, Haisen, Sidhe, Silvian, Tersh, and Troll.
• Favored Class: Cleric 
Story.prototype.refreshTiddler_activelink = Story.prototype.refreshTiddler;
Story.prototype.refreshTiddler = function (title,template,force)
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 if (!theTiddler)
 return theTiddler
 var menu = document.getElementById("mainMenu");
 var links = menu.getElementsByTagName("a");
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 if (!links[i].getAttribute("tiddlyLink"))
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 if (document.getElementById(this.idPrefix+(links[i].getAttribute("tiddlylink"))))
 addClass(links[i],"bold");
 else
 removeClass(links[i],"bold");
 }
 return theTiddler;
}
!!!Harsieth
The Harsieth follow a lunar calender that totals in 244 days per year. There are nine months per year, three weeks per month, and nine days per week. The months are named as representations of the different Isi'us aspects, The Jester, The Stalker, The Maiden, The Matron, The Defender, The Queen, The Seer, The Witch, and The Messenger. The final night of each lunar year on Tel'Lagaia has no moon due to a lunar eclipse.

!!!Humans
Human years are recounted by “ages”. During the time of the draconic presence over two thousand years ago the years were tallied under the title EL (Enlightened), post the “Draconic Withdrawl” the year count reset to zero. Since that time, years have been tallied under the title of DW (Dragon's Withdrawn).
Many different calendar systems have been used in the past two thousand plus years.
The calendar system most widely used in current day was designed by a Steil'ven scholar named Atrias Aegustine approximately 300 years ago. Named after it's creator as the Aegus calendar, it is the national calendar system for Steil'ven. This system is based off the orientation of a specific constellation of stars in the sky named "The Eternal Archer". This constellation is visible throuhout the year in changing orientation. It is by this orientation that the time of year is derived.
Each standard year is a total of 312 days. Every year consists of 13 months except every 5th year (named the Flip year), which is only 12 months long. Each month is three weeks long, each week is eight days long. This means that on Flip years, there are only 288 days.
Session 1 (Saturday October 06, 2007)
''Individual Introductions:''
''Tes'ira'' goes to Steil'ven in hopes to join the Academy of Magical & Alchemical Studies.  Applying for Steil'ven citizenship in hopes to improve her chances in academy acceptance she then pressed north from Vu'ul to the academy.  Arriving at the academy she found finding the headmaster's office to be challenging, taking over an hour and a half to find the small office on the rather large campus.  Outside the office was a number of adults and children awaiting an audience with Headmaster Khorin.  She approached one of the children, his nose buried deep in a book, "Is this the headmaster's office?"  
As she finished her first query she was startled by the door opening and a man in Steil'ven military garb.  Turning back towards the office he yelled back "You'll regret this!"  Storming off moments after.
Curious as to the matter Tes'ira injected herself into the man's path only to have herself shoved out of the way without a second look.  Finding herself building an annoyance for the events of the day she returned to the child and proceeded to ask a variety of questions.  She discerned that the man storming off was a local official of repute, Official Bavhor Torreck, and that many others were awaiting audiences with the headmaster, even those with appointments had waited long past their expected time.
Tes'ira decided to wait her turn for an audience with the headmaster and several hours later she finally had her turn.  The meeting did not go well, it seemed the headmaster had perhaps had a bad day (at least that's what she hoped) as he was not even interested in Tes'ira's name or qualifications, simply throwing her out of his office shortly after informing her there was no available openings for students remaining.
Angry, dejected and frustrated Tes'ira headed south back to Vu'ul to reunite with her traveling companion Nuka.
Still it seemed not all hope was lost as in Vu'ul she found a man who had heard of her bold inquiries regarding academy entrance.  He arranged a meeting with her informing her that she would need a sponsor if she were to have a true chance at academy training.  He introduced himself as Council Noble Orin Faerstael and offered to sponsor her, provided she could prove her potential by serving Steil'ven in bringing in three Shar'Liell.  Two were fugitives; a female Sidhe named Lightblossom and a male Troll named Heavyriver.  The third was a recently emerged child that needed to be brought in for, what he informed Tes'ira to be, "registration" named Clarion.  Being very new to this part of the world, and raised in seclusion for the majority of her life, nothing stated seemed unreasonable so she set off to do so.  The Sidhe female was not difficult to track down, the other two would prove to be more difficult...

''Cascade'', being an initiate of The Rising Court, was approached by his Troll sponsor and mentor Rockfist and asked to undertake a solo mission.  A child, Clarion, liberated during a raid into Steil'ven several weeks prior was believed to have disappeared from her new caretakers.  Cascade agreed and headed east following leads and rumors.

''Grun and Hartoakin'' are approached by a man who introduces himself as Kentor and his wife named Irsha.  Asking, pleading for help in finding their kidnapped daughter named Clarion a two year old girl.  The two claim that the child was kidnapped several weeks ago and have already paid ransom once.  Kentor told both that his wife Irsha belongs to a wealthy family and believes these kidnappers are trying to squeeze more money from the family but Irsha's family has refused any further assistance.  Both claim that this is not the first time they have hired outside help but previous "adventurers" simply absconded with the money after reporting minor leads and things being too strange for them to feel comfortable investigating.  Grun and Hartoakin go east towards the last reported location of where the child may be.
Before you begin making your character following these rules, please speak with the GM about the upcoming campaign. Discuss concepts, mechanics and utilize the opportunity for a Q&A with your GM.
Type the text for 'Character Diaries'
Character histories are expected for each character participating within the campaign world.  Character histories do not need to be extensive but do need to show heritage and motivations.  Please strive for a character history with a minimum of 500 words.  [[Character Workshop]] may be a resource that is helpful to you.  While the character workshop is not required for the game you may wish to fill one out and use it as a basis for your character history write up.  If you choose to use the character workshop, please submit it with your character history to the GM.
Below is a questionnaire/worksheet to help you on your way with your character. Although it's not required for the game, it may be helpful for both you and/or the GM.

Player Name: 
Character Name: 
Character Age: 
Character Gender: 

What is your character’s appearance?

!!!Childhood/Distant Past:
1. Who were your character’s parents? (Did they possess any special qualities, challenges, gifts, and/or horrors of their own?) 

2. Was there anything special or unusual about your character's birth? 

3. What was the attitude of the parents’ regarding your character? 

4. Does your character have siblings? What is their relationship, birth order? 

5. Who were your character's peers? (What was his/her relationship to the peer group?) 

6. Where did your character live? (Was it one place, more than one place, series of places, no place?) 

7. While growing up, what did your character do for fun and enjoyment? 

8. While growing up, what hard times did your character have? 

9. Did your character have any special friends, relatives, mentors, pets, objects, or places that he/she could turn to in times of trouble? 

10. What about school/socialization? (How or where did the character learn the general skills needed for adulthood?) 

11. When, how, or what marked your character's entry into adulthood? 

12. Anything not covered? 

!!!Adulthood:
1. What was your character’s former job/career? 

2. What is your character's present job/career? 

3. Where did your character live? (Was it one place, more than one place, series of places, no place?) 

4. Has your character had a love interest? (Describe what happened.) 

5. Why is your character not with his old love interest? 

6. Has your character incurred the wrath of someone? (Has s/he made an enemy? How? Who?) 

7. How did your character make the enemy? 

8. Why is your character not working his old job? 

9. Why does your character not make his hobby a profession? 

10. What is the one thing your character would do anything to avoid? (Why?) 

11. What is the one thing your character would do anything to have? (Why?) 

12. Anything not covered? 

!!!Life as a whole:
1. What are your character’s talents or ‘supernatural’ gifts? 

2. What are some of your character’s faults or flaws? 

3. What is a hobby or a set of hobbies your character has? 

4. Describe a memorable or pivotal time in your character’s life. Why was it important?

5. Describe a second memorable or pivotal time in your character’s life. Why was it important?

6. Anything not covered? 
Chimeran are scholars of history, most at home within quiet confines of a library or study with ample historical records to read and empty pages upon which to write. Chimeran are driven to record history, from minor and insignificant events to the changing of eras. Chimeran chronicle history; they do not allow societal viewpoints, cultural influences, or personal bias to alter their annals. Chimeran take this aspect of neutrality into many things that they do, wishing to remain apart from their surroundings. This neutrality has lead some Chimeran to the law; Chimeran look upon textbooks of cold and unfeeling laws as the basis of society and they are equally cold and unfeeling in implementation. 

''Personality:'' It has been observed by students of the Chimeran that “The footsteps of a Chimeran are like the ticking of the clock,” and further noted that they take this precise rhythm and methodology into every aspect of their lives. Studious and distant, Chimeran are technical in their speech, meticulous in action and aloof in relation with others. The analytical nature of a Chimeran leads them to alienating those who would normally befriend them. Chimeran tend to overstate things in long drawn out, often condescending, explanations; often times they are seen as quite rude, this is due to the Chimeran psychological need to explain so that they do not bias the information nor allow their listener to draw faulty conclusions due to ignorance. Chimeran do not consider what a listener wishes to hear about, to make such a decision would automatically bias the relation of information. Around those a Chimeran would consider to be intellectual peers, they tend to use long words, elaborate technical examples and delight in discussing or debating sources of knowledge and their validity.
Chimeran care little about opinions or ideas, and disdain lies, they are known to use such things as analytical tools to delve deeper into a matter, situation, or mindset of the individuals. They prefer the simple facts of the situation. This tendancy makes Chimeran excellent adjudicators or impartial mediators. In fact, it is common to see a lone Chimeran in a given village or town as the sole adjudicator, librarian, or expert on academic subject.
Even marriage for Chimeran is more often seen by other races as a business arrangement of sorts than a matter of love or romance; a matter of basic needs are broken down into simple words and terms rather than feelings or associations. Chimeran contemplative and logical natures often means that husband and wife can be across an entire continent from each other as long as their “contractual” arrangements have been met or kept. Chimeran separated from their spouses take comfort in knowing that each of them are fulfilling their purpose. This is not to say that Chimeran do not feel emotions, they merely do not allow emotion to be the primary drive behind their actions. Many other races may believe that Chimeran do not have such emotions, but it is only because they do not wish to color their image by showing the emotions that they feel and they are much more comfortable expressing facts than elusive intangibles.

''Physical Description:'' Chimeran stand of similar height to many humans, ranging frequently from 5 to 6 feet. Their body frames are frequently overly thin, giving their entire appearance an elongated look. They frequently maintain this overly thin appearance no matter how much food they intake or exercise they do. It is hard for a Chimeran to become fat or well-muscled, and few Chimeran would actively attempt to become either. 
Chimeran skin color is universally orange, varying only amongst that color. There are recorded medical cases of individual Chimeran with skin conditions that lead them to other skin colors, but these are extremely few and far between and of great interest to Chimeran medical scholars. Chimeran faces also appear to be elongated; this is both a perceptual illusion and a measurable difference in physiology. Chimeran have small mouths, inappropriate for speaking some of the more guttural languages of monstrous humanoids as they are intended to be spoken. Below their mouths they have small and almost pointed chins. Vertically Chimeran noses are longer than most other races, starting just below a Chimeran brow and continuing down to a short distance above their mouth. Chimeran narrow and pointed eyes are nearly parallel lines to each other, slanted so the inside point of their eyes are closest to each other and the Chimeran mouth, while the outside point of their eyes end just below the brow. Chimeran eyelids close side to side, rather than top to bottom. Chimeran ears start low on the face, at a similar height to the end of their jaws, and grow to impressive heights. Chimeran ears have been recorded to end over 9 inches past their skulls. The end of the Chimeran ear is in points, rather than rounded as human ears. The bone structure is much stronger than most other races, leading to a harder and less flexible ear. 
Chimeran tend to dress in simple clothes, reminiscent of monks from many cultures. Though the colors vary, features such as over the shoulder sashes, long open sleeves, sinched waists with simple cording and simple wraps or sandals for shoes are common traits throughout. Anything more elaborate or expensive worn by most Chimeran is utilitarian in function. It is frequent to see Chimeran carrying a wide variety of accoutrements that are associated with their profession, frequently including but not limited to writing implements, reading lenses, various appraisal tools, and even a spyglass. Chimeran without easily accessible notebooks are infrequent and usually have had their notebooks stripped away from them by some outside force. Chimeran spend little time or money on their clothing, these more utilitarian tools are generally of the best quality that a Chimeran can afford. This is not due to any vanity, but because Chimeran wish to have reliable tools and notebooks that will survive the ages.

''Outlook:'' As the self proclaimed keepers of the world’s lore and laws, Chimeran are rarely optimistic or pessimistic regarding any given situation. When asked a simple question such as “Do you think he’ll get up that tree?” a Chimeran is likely to give a factual response full of technical observations from the length of the subjects legs and arms to the specific angle of motion the subject is using to climb up the tree. How the person may improve their climb or how specific actions could lead them to fail. Chimeran would even relate the past successes and failures of the climber or relate information about their genealogy and the success and failures of related climbers, if the Chimeran knew such information.
All knowledge is priceless to a Chimeran be it an artifact of great power or a poem written by a minor bard. In fact, knowledge is so important to a Chimeran that they will do anything to protect potential sources of knowledge from being destroyed. Chimeran even go so far as to protect objects of great malevolence so that they may be studied.
__Seelie & Unseelie:__ The Chimeran society does not fall into either Seelie or Unseelie categorizations but there are exceptions. Chimeran believe in true and ultimate neutrality in all matters when possible; this includes among their own people. There is a zero tolerance policy when it comes to Chimeran who would violate the laws of their people or wander towards the causes of good or evil. Chimeran who do such are ostracized from Chimeran society and banned from the collective abundance of knowledge resources. However, Chimeran are unable to deny the duality of their essence, just as other Shar’Liell; it is Chimeran who are unable to temper the duality of their essence with neutrality and forethought that find themselves cast out. 
These neutral minded Chimeran believe in the free flow of knowledge; it is important to have an understanding of the true natures of the world. Many are certain that without the free flow of knowledge amongst people and cultures the world would be unable to advance.
Chimeran dedicated to neutrality and knowledge have built extensive libraries throughout Tel’Lagaia. These libraries are housed within Chimeran scholar towers and are manned by Chimeran librarians. These towers are guarded against force of arms by Chimeran and Trolls, as well as guarded against individuals. No one is able to simply come to a Chimeran scholar tower and demand entrance to the stores of knowledge that lay within. Individuals are only allowed entrance after they are studied and their intentions are determined. Chimeran history includes stories of the misuse of knowledge and they wish to avoid such occurrences in the future or discussing those that have happened in the past. 
Chimeran who have given over to their Seelie nature believe that knowledge serves no purpose hidden within distant towers. They believe that it is the duty of the Chimeran to learn from the past with the intention of building towards a better future. These rare Chimeran are welcomed by all Seelie Shar’Liell, as their knowledge and views agree with most other Shar’Liell. These Chimeran are willing to draw personal lines and boundaries, going as far as deciding what types of knowledge may be inappropriate to exist. 
Chimeran who forsake neutrality in favor of their Unseelie essence believe that knowledge is power that should not be shared with the unenlightened. These Shar’Liell seek to discover long forgotten secrets of the world and use them for their own benefit. Everything that they do is in pursuit of greater knowledge, but the steps that they will go to are drastic. Unseelie Chimeran can become expert liars, building their lies on a bed of insurmountable truths. Unseelie Chimeran are willing to destroy knowledge if they are unable to possess it, but still would wish to make an informed decision before taking such rash action. Many believe that Unseelie Chimeran are solitary by their nature, but many Unseelie Chimeran work with others while furthering their own agenda. It is the rare and well known Unseelie who must retreat from civilization to scheme privately. 
Both Seelie and Unseelie Chimeran often find themselves scrutinized and watched by their peers as it's consider a slippery slope to align oneself to anything but the neutral society.

''Relations:'' Chimeran have businesslike and formal relation with the world around them. Many Chimeran work with a Faerie court or human organization, but they do not foster goodwill with their neighbors. By their very natures, Chimeran alienate those around them, but rarely is this enough for a group to take action against Chimeran. While no strong ties of alliance or friendship exist beyond basic racial ties with Chimeran, only Steil’ven takes any action against Chimeran as a race.

''Alignment:'' Chimeran are extremely lawful and extremely neutral by nature. To be accepted amongst Chimeran society, a Chimeran must be lawful or true neutral, or appear to be so. Chimeran that fall outside of this "norm" are cast out.

''Chimeran Lands:'' Probably one of the greatest contributions to the known world today is made by the Chimeran. Centuries ago, Chimeran established a number of scholar towers throughout the continent. These towers are comprised of a multitude of libraries and storage vaults. Chimeran still tend to them until this day. The highest concentrations of Chimeran are usually found at these scholar towers and the cloisters beneath.
Outside of these towers, Chimeran are most likely found as teachers, keepers of the law, and librarians in the larger cities.

''Religion:'' Chimeran are dedicated to the ideal of knowledge. There are few Chimeran who do not closely adhere to this ideal, and frequently they are the unusual Seelie or Unseelie Chimeran. Amongst these unusual Chimeran other ideals are likely to emerge, but almost all would be somehow tied to the importance of knowledge in some way.

''Language:'' The Chimeran language is primarily comprised of components of ancient languages, most commonly draconic as it is a language that has a great deal of heritage on Tel’Lagaia. Chimeran language is comprised of many other obscure languages as well, including a few that are believed to be lost. When speaking their own tongue a Chimeran voice is a quiet whisper. Chimeran only utilize this language amongst other Chimeran as it is their belief that others are simply too "simple" to grasp the subtleties of the Chimeran tongue. In some ways, this concept is true as more than one person has tried and butchered the Chimeran tongue in the past. Written Chimeran is used in many of the Chimeran records and journals, it is based on the Draconic alphabet and has many words of the spoken language converted phonetically into Draconic. 

''Names:'' Chimeran names, when spoken, feel as though they come from a lost ancient language. Although it is believed that Chimeran do have surnames or names that would tie them to their lineage. No one has been able to prove that as of yet, and Chimeran are unable to remember. People have come to simply depend on the uniqueness of a Chimeran known name to distinguish identity during a conversation. (Note: If you are lacking ideas for a name for your Chimeran, try looking to Latin.)
__//Example Names://__ Autem, Benig’ne, Magus, Talus, Ocius

''Adventurers:'' Chimeran societal acceptance of adventurers or Ztocha (Chimeran word originally meaning wanderlusted, but has been changed into a proper noun as well) depends on the individual’s goals while adventuring. The most accepted Ztocha are those who adventure as active participants within events but record the passing of time in a more removed perspective. Initially, it was believed that neutral perspectives were not able to be maintained while actively influenced and influencing events; these opinions were proved wrong by the Ztocha who were able to maintain a neutral perspective in their recordings. Even these Ztocha find themselves distanced from Chimeran society, but far more accepted than other Ztocha. Other Ztocha motivations are frequently spawned from a Chimeran who has forsaken the inherent neutrality of other Chimeran and now actively champions the causes of the Seelie, Unseelie, or other faction with which they align. In some scholar towers, the word Ztocha is used as an insult, one that adventuring Chimeran have learned to “tolerate”.

''Emergence:'' Chimeran Emergence is slow and methodical, similar to the Shar’Liell. Chimeran have studied some individuals that begin displaying signs of Emergence weeks before the process completes. During the passing weeks the Emerging Chimeran experiences small changes to their physiology, such as growth of ears, turning of eyes, and sunburns without exposure to the sun. These changes start slight, but become more and more drastic as time passes. 
Chimeran Emergence generally occurs between Human ages of 17 and 26 years old. It is during these years that the Emerging Chimeran attitude would be closest to other Chimeran. There are recordings of younger and older Chimeran Emergences, and these individuals are frequently watched closely. Young Chimeran have a tendency to strongly align with the Seelie court and show little ability to remain neutral. Chimeran that Emerge later in life frequently take on Unseelie attitudes. These recorded trends are why Chimeran watch those who Emerge outside of the ages of 17 and 26.

''Magic:'' Chimeran are able to tap into the nature of magic through a great deal of study. The unpredictable nature of the magic on Tel'Lagaia has caused more than one Chimeran to shy away from this study. Many other Chimeran believe magic is an invaluable tool and will never be understood or mastered if not studied. Chimeran who do practice magic tend to use the more subdued protective and informational schools such as divination, abjuration, conjuration. Seelie Chimeran will almost never utilize magic of the evocation school, while their Unseelie counterparts may use it frequently and with pinpoint accuracy. Chimeran will rarely choose to focus in one school of magic at the expense of others, all magical knowledge is of value. Those few recorded Chimeran specialists are frequently students of Divination.

__''Chimeran Racial Traits:''__
• +2 Int, -2 Cha
• Medium sized.
• 30 Ft Base Speed.
• +2 Knowledge (select two). Chimeran are experts in their field of study.
• Knowledge as class skill (select two, same as above). No matter what field a Chimeran may make their profession, they are still well informed on matters of their chosen study. 
• +2 Listen. Chimeran physiology gives Chimeran greatly heightened sense of hearing.
• +2 Search. Chimeran are detail oriented and able to notice slight inconsistencies.
• Knowledge (Chimeran) as a class skill, and automatically gain a free rank at every even level starting at 2nd level.
• +2 racial bonus on saving throws against illusions. Chimeran are frequently able to see through illusions because of their own knowledge of facts. 
• Faerie Glamour Scholarship: Chimeran of all walks of life have spent countless hours studying various librams and tomes in this lifetime as well as their previous lives. It is difficult for their physical minds to process the wealth of information that is stored within their Faerie essence. Chimeran in search of information can call upon this stored knowledge at moments of significance. This can assist a Chimeran in one of two ways, the Chimeran can either claim a bonus on a trained knowledge check or make an untrained knowledge roll as a trained check. Either way, a Chimeran gains a bonus to their roll equal to one-half their ranks in their highest Knowledge skill. This is an insight bonus. A Chimeran can use this ability a number of times per day equal to their Con mod + 1 (minimum once per day). 
• Faerie Glamour Perditiophobia: Chimeran are unwilling to destroy knowledge and fear that if something is destroyed that it will be needed at a future time. It is Chimeran nature to gather objects of import and preserve them, whether this be in the Chimeran scholar towers, personal libraries, or museums. For a Chimeran to destroy something of value rather than preserve it is the antithesis of their nature. Perditiophobia manifests itself strongest among the neutral minded Chimeran, but even the Seelie and Unseelie Chimeran suffer from it. Any Chimeran that destroys, attempts to destroy, or allows those around them to destroy something of importance must make a Will saving throw with a difficulty class determined by the uniqueness of the item in question. Difficulty classes for the Will save range from 15 for an average book, 20 for a rare book, all the way to 35 for artifact quality objects. 
• Automatic Languages: Chimeran and Trade Tongue. 
• Bonus Languages: Aeshun, Aquan, Auran, Auspran, Draconic, Dwarven, Haisen, Ignan, Sidhe, Silvian, Terran, Tersh, and Troll.
• Favored Class: Wizard. 
Spell School Affinity: Conjuration
Month Affinity: The Jester (Trickster)
Favored Class: Unknown
Background: #fff
Foreground: #000
PrimaryPale: #8cf
PrimaryLight: #18f
PrimaryMid: #04b
PrimaryDark: #014
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
{{floatcenter{[img[Doraen Map|http://home.comcast.net/~imustbeagod.org/Mgal/Lagaia/Cosmology-Diagram.jpg]]}}}
*Descriptions of the planar cosmology diagram above soon to come.*
The rules for Craft Points work in addition to normal magic item creation rules.  These rules simulate the fact that you are able to work on magic items during down time, and because of these intermitten sessions finish your work on crafting magic items without slowing down the progress of the game.  
A character generates craft points every time they achieve a new level.  The number of points gained is 100 X Level Gained.  So at first level every character has 100 craft points.  When a first level character levels up, they gain 200 more craft points.  These craft points continue to accumulate, so a 20th level character who has never used any of their craft points will have 21,000 craft points.  
To use craft points you need to have someone who will act as a primary crafter.  This individual must have the appropriate magic item creation feat for the job that you are attempting to accomplish (Craft Wondrous Item, Craft Arms and Armor, etc).  The primary crafter must expend experience points as detailed in the standard magic item creation rules.  The cost of creating the magic item must be paid as well (generally equal to one half the market value, but varies in some cases).  In addition to these costs, 1/10th of the item's market value must be expended in craft points.  Half of these craft points must come from the primary crafter, though the other half can come from those willing to assist the crafter.  If someone is assisting a primary crafter and the assitant does not have the appropriate magic item creation feat, he must spend 2 craft points to achieve the value of 1 craft point.  
For example, a +1 weapon costs 2,000 gp.  This means that the primary crafter must spend 80 XP to craft the weapon (1/25th of the item's market value).  1,000 gp of crafting materials must be expended (1/2 of the item's market value).  In addition to this, 200 craft points must be spent (1/10th of the item's market value), the primary crafter (the one who is spending XP and has the approrpriate prerequisites to create the item in question) must spend at least half of these craft points, the primary crafters assistants can spend the other half.  If the assistant has the Craft Arms and Armor feat, this would mean that he would expend craft points at the normal rate, if he does not have this feat he would need to spend 200 craft points to meet the 100 point maximum that he could contribute.  
Craft points are also gained by selecting magic item creation feats.  Every time a magic item creation feat is selected, the character gains craft points equal to 500 X Minimum Caster Level Requirement to take the feat.  For example, Scribe Scroll grants 500 craft points, while Forge Ring grants 6,000.  

//These rules are based off of the rules provided in Unearthed Arcana by [[WotC|http://www.wizards.com]].//
''~Co-Authors''
**Brandon/Llarish - My hubby has been kind enough to to help me with a great deal of my world development and write ups, saving me a lot of work, time and helping me hash out rough ideas. Thanks Brandon!!

''Contributors''
The following people have made contributions furthering the sucess of this campaign design:
**Paul/Insrtnmhre - Quoting Paul "Yay! I get to be in the credits now too, just put down that I did something but you don't remember what because it's probably not very important anyway!"
**Al - Thanks to Al for his 2 cents on stuff he read!

''Resources Used/Referenced''
The following is a list of books and resources used in creating this campaign setting:
**Arcana Evolved by [[Malhavoc Press|http://www.ptolus.com/mpress.html]]
**Dungeon Masters Guide by [[WotC|http://www.wizards.com]]
**Elements of Magic by [[ENWorld Publishing|http://www.enworld.org/]]
**Iron Heroes by [[Malhavoc Press|http://www.ptolus.com/mpress.html]]
**Mythic Races by [[FFG|http://www.fantasyflightgames.com/]]
**Players Handbook by [[WotC|http://www.wizards.com]]
**Unearthed Arcana by [[WotC|http://www.wizards.com]]
**Wild Spellcraft by Natural D20 Press
!!!Dwarves

!!!Harsieth

!!!Humans

!!!Shar'Liell
[[Welcome, Site Introduction]]
Credits
Deities, religions, and fundamental beliefs hold great importance through every culture and society.  It is no different on Doraen or Tel'Lagaia as a whole for that matter.  In this section you will find documentation detailing the various belief systems and deities that are commonly found on Doraen.  It should be noted that rather than using the term "Holy Symbol", in Tel'Lagaia it is termed as "Symbol of Power".  The reason for this change is that unlike most other worlds where every holy symbol of a specific god is "cookie cuttered" to look identical, a "Symbol of Power" can have alterations based on the perspective of faith, culture, or due to personal significance while maintaining the general style or theme of the base symbol.
There are three basic types of religious belief structures utilized commonly on Doraen.
#Single deity religion, orthodoxy throughout an entire culture.  This is primarily utilized by the Harsieth although it may be found it some isolated cases of human society.
#Religious pantheons, a set of deities utilized by the culture as a whole while people within the society select patron deities from the pantheon.  This is the primary form of religion practiced amongst known human civilizations.
#Ancestral worship, the belief that the spirits of those who came before are able to play a part in the guidance and advancement of societies.  This belief structure is primarily used by the dwarves of Doraen.
Below is a continental map of Doraen. I created this map using clipped and altered satellite images of earth to give it a more "realistic" feel. I'm not a great artist so if anyone wants to help me with regional maps please let me know. (If you rotate the map counter clockwise you should see the 'draconic skull'.)
*Black labels mark regions and capital cities.
*Brown labels mark landmarks & specials.
*Purple labels locations pertinent to the campaign.
{{floatcenter{[img[Doraen Map|http://home.comcast.net/~imustbeagod.org/Mgal/Lagaia/Tel'Lagaia%20Main%20Continent.jpg]]}}}
!!Ancestral Reverence
The racial religion of the dwarven race are structured fully around the society's ancestors, because of this, people who play dwarves in Tel'Lagaia are asked to put in some work of their own on revered ancestors.  There are four major categories of revered ancestors that are necessary to be considered.
#Original Ancestor
#Stronghold
#Clan
#Family
Further guidelines are in the works and will be updated here when there is significant progress.  In general, a player should count on following the standard guidelines for other deities listed in this settings document.
''Personality:'' The dwarves of Doraen are viewed as cold and somber by most observers. It is an observation that most dwarves would be very happy with. These dwarves do not wish for outsiders to get too close to their private lives or their private selves, and outward displays of emotions would only weaken these proud individuals in the eyes of others. In truth, Mountain Dwarves are a deeply feeling and caring people with a strong religious background that guides them through almost all of their actions. These dwarves have only survived together because of their willingness to help each other. It is a common sight on Doraen to see dwarves of all walks of life assisting each other as needed, though rarely is such generosity passed on to members of other races. These dwarves have a long memory and will remember a slight for decades.

''Physical Description:'' Dwarves stand only 4' to 4'7" in height. Their broad shoulders and thick muscular bodies give them such weighted mass that most dwarves weigh more than that of a human. The only race that is able to rival a dwarf's muscular density is the Troll. The dwarf generally keeps his beard long, considered a sacred symbol of age and wisdom amongst the dwarven people. In fact, so much so that even the female dwarves are known to keep her beard long. Yes, female dwarves do grow facial hair! The color of dwarven hair/beard ranges between tones of browns, reds, and blacks (they tend to change and grey or lighten as they age).
Dwarves take pride in their appearance. This is not to say they are vain but they believe that being well groomed, clean with armors and weapons polished and oiled is a sign of discipline, heritage, and respect for where he came from. Dwarves are considered adults at around the age of 45, and they can live to be over 350 years old.

''Outlook:'' “Life is the past, the future but rarely the present.” Dwarves are patient folk that tend to take their time perfecting something rather than hastily creating just to have it finished. But a dwarf is not sluggish or lazy. He will finish what he started barring some unforeseeable misfortune in his life. Those who do not live to finish their work often cannot find rest in the afterlife until they find someone to complete the task at hand.

''Relations:''

''Alignment:'' Dwarves have a strong respect for tradition and rules, making them strongly favor lawful alignments. It is a rare dwarf who follows an alignment other than lawful, and any dwarves of chaotic persuasions would quickly find themselves without a place in the mountains. Most dwarves are neutral in regards to good and evil, but variety is much more common along this axis, with good and evil dwarves working together on a regular basis. There is a strong tendency towards actions associated with good when dealing with other dwarves, these people have only survived because of a strong community for centuries and even the greediest dwarf knows that the community must continue to support all of the dwarves for any of them to survive. 

''Dwarven Lands:'' Known as Dwarf Homes, the dwarves of Doraen center their communities of clansmen and sibling clans underneath The Grennik Mountains. The two largest of these strongholds are Khorek’Ton Dwarf Home and Baerk’Akst Dwarf Home.
While most dwarven strongholds do not associate with the outside world as a whole, Baek’Akst follows a varied tradition. Baerk’Akst dwarves believe that the only way to truly perfect anything, learning from others must occur. To further this endeavor, Baerk’Akst has set up a number of small outposts along the lower ridges of the mountains (approximately 2-5 days journey on foot from Baerk’Akst) in order to foster trade and relations with the outside world. They do not allow those they trade with into their stronghold though there are the rare exceptions to this rule.

''Religion:'' The Mountain Dwarves still honor their initial religion of ancestor veneration. Ancestor veneration has been passed down from one generation of dwarves to another for as long as history can be tracked through their culture. There are many levels of different ancestors that the dwarves will venerate; most of the different levels are defined by how many dwarves remember the ancestor. An ancestor that is remembered by a family is on a lower tier than an ancestor who is remembered by a clan hold. 
Some observers of dwarven cultures might believe that they have deities, but instead these figures are termed the Original Ancestors. These ancestors are legendary members of dwarven society that are recognized by all who live under the mountain for their contributions. These Original Ancestors transcend family, clan, and hold based boundaries, they have touched the lives of all the Dwarven people. There are sculptures, paintings, and icons representing these individuals all throughout the dwarven lands. However, these Original Ancestors are not worshipped as other cultures worship a god, instead they are revered and remembered as all ancestors are. Communing with these original ancestors is difficult for most of the Dwarven people, generally to try and seek guidance from one of the Original Ancestors a Spirit Speaker must be employed.
Beneath the level of Original Ancestors are ancestors that are important to a Dwarven hold. In many holds only the founders of the hold will be remembered on this level, and many clans have days dedicated to the remembrance of these specific founders. If the Hold Ancestors expand beyond founders it is frequently powerful leaders and war chiefs who will be remembered to this degree. 
Next comes the Clan Ancestors, these ancestors will include the progenitor of the clan line as well as important leaders, craftsmen, warriors, and Spirit Speakers to the clan. Clan Ancestors are frequently the most prolific of all ancestors. All Clan members will be expected to venerate these ancestors, but in practice it is widely known that there are far too many ancestors in older clans for each of them to be remembered and venerated by all. Individuals are expected to pay homage to the clan founder and any ancestors who are important to their daily life. In addition to this many dwarven holidays are considered to be watched over by different clan ancestors. On these holidays all clan members are expected to remember the appropriate ancestors. 
The final tier of ancestors is those who are important to a dwarven family. Frequently these ancestors are remembered for much smaller contributions than those of any other tier. Family ancestors always include all family members from the past five generations, and it is regarded as the living family members’ duty to ensure that the recently departed achieve the proper rest in the afterlife through proper veneration. 


''Language:''

''Names:'' Names are bestowed upon a new born by the Clan Father and Clan Mother of the clan. Each name holds the heritage of the clan through the carrying on of previous generations’ names. If for any reason the dwarf of any given name is exiled from the clan, that dwarf’s name is removed from any association with him and it is said that if the offender even attempts to use the name from that day forward, the ancestors will notice and see fit to punish the offender.
__//Male Names://__ Barendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, Traubon, Ulfgar, and Veit.
__//Female Names://__ Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Olga, Rurrika, Sannl, and Torgga.
__//Clan Names://__ Dankil, Gorunn, Holderhek, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Uthanar, and Uthgart.

''Adventurers:'' Dwarven adventurers are frequently the excess young of Khorek’Ton Dwarf Home. These young dwarves would be welcomed within the safety of the Dwarf Home; however for one reason or another they have decided that the opportunities down the slope are better than what lies at home. There are many reasons for a decision such as this, they range from unruly youngsters deciding against living within the confines of dwarven society, love stories turned sour, lack of apprenticeships within the strongholds, or perhaps exile, whether self inflicted or judged upon the dwarf. One way or another, these dwarves strike out on their own and head down the mountain slopes and off to the lands of another culture. 
Dwarven adventurers most commonly come from one of two basic archetypes, either warrior or priest. 

''Magic:'' It is believed that each of the runic symbols within the dwarven language once carried great magical powers but has since become dormant. Some dwarves still practice in bringing out such magical potential in their crafts through the use of runic magic which does not seem to suffer the “wild” effects of the modern magic on Doraen. These magical items are some of the most beautiful and prized in all of Doraen.
The most common dwarven magical practitioners today are Clerics or Priests. Very few dwarves find themselves studying the arcane arts on Doraen as their natural resistance combined with the "wild" effects of modern magic make it nearly impossible for a dwarf to master.
The dwarven caster generally tends to be one of several archetypes. The Protector focuses in Abjuration and Conjuration magic, The Historian focuses in Divination and select Necromantic spells, The Warcaster focuses in the more destructive magics such as evocation. All three types of magical practitioners have their place in dwarven society and during wars where dwarves have little choice but to participate.

__''Dwarven Racial Traits:''__
• +2 Con, -2 Cha (Dwarf from Grennik) OR +2 Con, -2 Dex (Dwarf from Veil's Rest)
• Medium Sized
• 20 Ft. Base Speed 
• Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision of 60 Ft
• +2 Appraise checks that are related to stone or metal items
• +2 Craft checks that are related to stone or metal
• Knowledge (Dwarves) as a class skill, and automatically gain a free rank at every even level starting at 2nd level.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 on saving throws against poison
• +2 on saving throws against spells and spell-like effects
• +1 racial bonus on attack rolls against giants.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. 
• Automatic Languages: Dwarven and Trade Tongue. 
• Bonus Languages: Aeshun, Auspran, Chimeran, Giant, Haisen, Orcish, Silvian, Steele, Tersh, and Troll
• Favored Class: Fighter
''Death Threshold Modifier (DTM):'' Instead of utilizing the core rules where characters become disabled at 0 hit points, unconscious at -1 hit points and dies at -10 hit points; the character adds her CON or WIS bonus (as in positive value) to each of these thresholds. For example, a character with a 16 CON and a 14 WIS that chooses CON as her DTM becomes disabled during each value she is between 0 hit points and -3 hit points, dying between -4 hit points and -13 hit points (still losing a hit point each round), and dead at -14 hit points. This rule follows a few minor stipulations.
##The character may choose to go unconscious immediately upon taking enough damage to put her only into the disabled category, she will not lose further hit points per round due to bleeding unlike if she were in the state of dying but follows all other restrictions of the dying status.
##The character may also choose to go unconscious after each of her actions that would lead her to deplete one more of her hit points. However, she faces a chance of slipping immediately into the dying state as her actions may have caused increased bleeding or further internal injury. To determine if such an event has occurred the character makes a fortitude save of DC 10 plus the negative at which she is at during the time of the save (before the strenuous action damage has taken affect).
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!!!Dwarves

!!!Harsieth
''Myth:'' It is believed that Isi'us originally created nine different Harsieth castes (not including the Nenem). It is uknown today what or where the two lost castes are.

!!!Humans

!!!Shar'Liell
Type the text for 'General FAQ'
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(''Note:'' The Harsieth are inspired by and partially based off of the Artathi from Mythic Races by [[FFG|http://www.fantasyflightgames.com/]].)

The Harsieth are a culturally, physically, politically and even geographically divided race. Following a strict system of castes dividing those of the "higher" (the Setae, meaning First Life) castes and those of the "lower" (the Sennew, meaning Second Life) castes.
In both the jungle and the savanna, a great number of cities of different mixes can be found. These social “hubs” are important to Harsieth society as these locations hold political power and even the nomadic tribes tend to travel through them from time to time for supplies and to establish alliances. 
Without the more rural areas of the nation, however, there would be little to sustain these cities. Crafters and cultivators rarely find residence in the cities but instead travel and live with tribes or small packs of like minded individuals.
The Harsieth are comprised of seven castes each individualized by its caste. The first three, Setae, are comprised of the Li’Sieth, Tige’Sieth, and the Jag’Sieth. From this caste, the emperor of the Harsieth Empire is chosen every generation. While the number of houses comprising each of the lower castes varies from caste to caste the Setae castes each comprise of exactly nine houses.
The next four, Sennew, are comprised of Baper’Sieth, Coog’Sieth, Lep’Sieth, and the Chet’Sieth. From this caste, the empress of the Harsieth Empire is chosen every generation.
Harsieth grow and mature at a rapid pace. A Harsieth cub begins his encounters with the world at a two months old.  By the time he is four to eight months old, he has become a troublesome toddler.  Officially as a child able to learn to hunt and adapt to the world from the time of a year in age. At two years old the Harsieth is reaching adolescence, young maturity and approaching his coming of age ceremonies and tests. The total life span of a Harsieth is approximately twenty-five to thirty-five Harsieth lunar years, making them one of the shortest living races amongst the dominant species of Doraen.
The emperor focuses his power and influence into the standard political aspects of Harsieth society. Meanwhile, the empress oversees familial matters, weddings, names, and bloodlines. While this may seem less significant at initial thought, her power is not one that should be underestimated. Within official Harsieth domain, any two Harsieth that seek to be wed must have the direct approval of the empress, this allows the empress to subtley manipulate the bloodlines and house alliances. Prior to each child's birth, the empress consults the Mi'ren Scrolls which contains the names of the most important Harsieth of the past as well as other words of wisdom. From her consultation with the Mi'ren Scrolls and with the family, she determines a Name of Birth worthy of the child and family. Doing this also has a great affect on the Harsieth society as a whole, if she deems a child worthy of a name of greatness, that child will naturally be given more advantages than a child given a "nominal" name.
Inter-caste breeding creates children known as Nenem, otherwise called mongrels. Mongrels are born sterile and are given no caste, and no official place in society. Usually cast out by the birth parents and family early on. Despite the many disadvantages of inter-caste breeding, it is still surprisingly common.
On very, very rare occasions, a non mongrel can be cast out to the state of a Nenem, but these Nenem are rarely accepted by even the mongrels born to their fate.
The Harsieth put great weight and value on names as a whole. Each caste Harsieth is given a Name of Birth (O’ren) during or shortly after his birth often entailing a short ceremony. This second component, which often takes up far more of the Harsieth’s name, is known as the Name or Names of Heart (Ib’ren). Ib’rens are given to a Harsieth as he earns them by his own deeds and accomplishments throughout his life. The final component is the Name of Caste (Ei'ren) which is comprised of the caste and house of the Harsieth in question.
The Harsieth venerate one goddess in their official religion. Isi’us is believed to be the mother, spiritual guide and guardian of all Harsieth. The official Isi’us church is comprised of nine official ranks, each representing one of Isi’us’ rebirths. It is believed that those who turn away from Isi’us will lose her favor and protection leaving them to wander aimlessly in this world and the next. But the few bold Harsieth that have turned from Isi’us as champions, priests, and divine vessels of other religions have not dwindled in their success. These Harsieth are frequently forced to flee far from their homes by the Isi'us orthodoxy. Possibly the single largest threat to the Isi'us orthodoxy within the Harsieth Empire would be the few Nenem gifted with the ability to channel the divine.
Harsieth possess a number of affinities to various things that connect them to the world around them as well as their creator Isi'us. One such thing is that while not precluded from utilizing other magical schools when dealing with the forces of magic, each Harsieth caste, with the exception of Chet'Sieth, tends to gravitate slightly more towards a specific school over others, Li'Sieth - Abjuration, Tige'Sieth - Evocation, Jag'Sieth -